3D Books
Related Subjects: VRML 3DS DXF AC3D ASE
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Used price: $15.78

Amazing bookReview Date: 2008-04-20
ExcellentReview Date: 2008-04-20
A Great Animation Book! GO BUY IT!Review Date: 2008-04-06
Best learning experience yet!Review Date: 2008-03-14
If you like normal animation, you must have itReview Date: 2008-03-02

Used price: $26.10

Buy 2.Review Date: 2008-04-26
nothing spectacularReview Date: 2007-11-30
Stop Staring -- Good Buy!!Review Date: 2008-01-07
An indispensable resourceReview Date: 2007-12-07
As a novice character rigger, this book opened my eyes to an entirely new way of looking at facial modeling, rigging, and animation. I can not recommend it highly enough. These days when I create a character, I always have two books within quick reach: The Art of Rigging (by CG Toolkit, only available from their website) and Stop Staring.
The most believable and attractive facial animationReview Date: 2007-10-31
I am using Jason Osipa's method of facial set-up for all my characters, for animated film and games. Not only it is the system that's easy to use and understand, but it produces very attractive and believable facial expressions. I would recommend this book to anyone who ever touches digital characters, but especially to 3D modelers and riggers.


What an awesome book for real world CGReview Date: 2007-06-15
What a great book. It does assume you know the basics, so learn the basics first and then dive in head first.
terribleReview Date: 2002-01-18
A Great Book !Review Date: 2000-12-29
A Great Book !Review Date: 2000-12-29
FinallyReview Date: 2000-06-27

Used price: $8.26

Bathroom readingReview Date: 2006-11-10
is making a big red ring around my a _ _ , Empire of the Sun is starting I'll sit here and watch that too! It's cold in here, is that true about cold surfaces and what they do to your *%@^( ?
Most have for Serious LightWaversReview Date: 2006-07-05
I was very interested in and loved cartooning and character creation in 3D. So I purchased Jonny Gorden's "Cartoon Character Creation-Volume 2". If ya don't know and wanna learn Rigging right, get this book. Jonny be getting off with his techniques in this bad boy. Loved the book.
(Jonny's book covers A through Z in Rigging and Animation mostly plus overviews on general knowledge stuff as well. But since I already learned the basics with "Getting Started" I was able to get deep into Jonny's techniques.)
I was a professional Graphic Designer who wanted to move over to the 3D world, I desired to be a power-user at 3D animation. So I purchased Dan Alban's "LightWave [8]," extremely good learning tool. Dan's book got my doing just about anything I could imagine.
(In Depth book cover almost everything. Big pictures illustrations and nicely written make learn easier. Ya gotta get this one.)
But in some areas I was still creating very slowly. Like how to optimize a detailed and completed scene for a render farm, so that I could not only render, but also render scenes very fast. How to build a scene for a real movie that would render quicker than if I built it another way.
For example, I built a scene which took four months to render on a 4 node render farm of fast G5 with 2 gigs of Ram. I'm thinking that, I've got to be able to create the same scene, but in such as that it would render in say, two weeks. I wanted to learn the fastest power moves, since I work alone in my home studio. I do not have peers and co-worker to exchanged knowledge with
Then, I order this book, and it fit the bill. It helps to complete my learning needs and answered and reconfirmed, other books and technique that I pick up off of the Internet.
This is an excellent book it is a most get. Although I got it for advanced how tos; there is beginner level help here as well. A lot of the dudes and dudettes that I've learned from through downloading Internet QuickTime movies from the Newtek website and other places, these movies are excellent show and tell ways to learn. But with expressions and certain dynamic it is good to have it in a book form as well.
(Since there are so many experts contributing to this book, you get a really balanced guide to knowledge. If you are going to be a power-user, this book completes the other books and knowledge that I have accumulated. You got to it as well.) "1000 Tips and Tricks," book is worth every penny of the cost.
More is moreReview Date: 2004-10-10
That being said, this is a real standout among LightWave books and one I'm proud to be part of. The strength is in the numbers - never before have you gotten such a wide and varied number of opinions in one place. Because there are so many different approachs to creating 3D art, this book is really a must own and it's a book you'll go back to again and again. I keep a copy on my desk, within easy reach and I pick it up for reference or for some quick reading during a render.
It also covers a wide variety of topics, from lighting to surfacing to LScripts. Not every tip is something I agree with, but that's the beauty of this book - there's just so much information here that you'll be finding new things to think about or to add to your work for years to come.
Fantastic but a bit redundantReview Date: 2005-07-28
Yet at the same time, there is much redundancy within the book itself (several tips are essentially identical) and with the reference manual provided by NewTek.
So there are really quite a few less than 1001 super neat and fantabulous tips and tricks here, but there are plenty enough to make the purchase a valuable addition to your reference library for LW8.
Should Be Bundled With the Lightwave CDReview Date: 2004-07-24


The Bible of Director 3D. Period. BTW: It is current.Review Date: 2008-02-20
Best Book Hands down for Interactive 3d DevelopmentReview Date: 2008-01-19
As anyone knows reading this review knows Director is the only program that will allow you to create 3D games and programs for the web. Hopefully Adobe will update it rather than let a very powerful program fade away.
Great BookReview Date: 2007-07-16
This is THE book for 3D in Director MXReview Date: 2003-05-08
If you plan to do 3D in Director MX, either games or presentations, you owe it to yourself to read this book.
I got A for my project !Review Date: 2003-02-23
And this book is the great answer. Everything you need about Director 3D is in this book! (although this book doesn't cover about Havok Physics Engine).
This book tells you WHAT and HOW, I mean, this book not only tells you HOW to make something (ex: primitive object) but also explains about that thing. (ex: what is a primitive object). So, you're not only able to programm but also understand about WHAT are you doing.
This book explains from basic and the last page explains advance technique. So, if you start from first page and finish the book, you'll become an advance 3D Director programmer (even before you read this, you're nill in 3D Director).
OK, I'll tell you what I get from this book, here is my project: a Multiplayer First Person Shooting (FPS) game! (like Counter Strike, Quake, etc). Notice that this is my FIRST 3D Director project! And I got A!
NB: if you're NOT a programmer and don't WANT to possessing 3D Director programming SERIOUSLY, I don't recommend this book, for this book is code heavy, full of code programming, just try "Macromedia Director 8.5 Shockwave Studio for 3D: Training from the Source" (by Phil Gross).
Just a note: I learn about Multiuser form Director 8.5 Studio (you won't find about Multiuser in Director's Third Dimension).

Used price: $26.86

**YOU CAN'T Install the Maya Learning Edition from this bookReview Date: 2008-02-22
You can't install the software, because it requires a software key.
The link provided to obtain the software key doesn't work.
It brings you to the download page for Maya 8.5 PLE. Maya 8.5 requires Windows XP or MAC OX X. (I'm on Windows 2000, bummer for me, eh?)
Maya moved from Alias to Autodesk.
Basically, this book provides some helpful theory. General theory you could apply to several different software packages. Also, good for improving photography techniques.
Great Book Beginner or advancedReview Date: 2008-01-07
Extremely useful book for the medium-level Maya userReview Date: 2007-11-05
It is a good book for people who have already some experience in using Maya and want to broaden their knowledge.
That said the book contains 13 topical chapters plus a 14th chapter filled with "additional techniques". However, the last three chapters (12-14) can only be found as PDF files on the accompanying CD. The printed book itself finishes with chapter 11. The book could also do with an update to bring it in line with the extensive changes to Maya's UI since the release of version 8.5, but if you use your brain a little you can use Maya's online reference to help you locate menus that have been moved or renamed since this book was published.
WowReview Date: 2007-03-09
Excellent for ProfessionalsReview Date: 2007-08-13
As a professional Video Game Artist, I've reccommended this manual to our enitire company of 300, and will continue to do so to everyone else. In the past, decent documentation on the finer points of Maya has been elusive, but Mr. Lanier has saved us! I will be adding his other manuals to my library.


Needs to be updatedReview Date: 2007-12-09
Incredably helpfulReview Date: 2007-05-12
The CD was bad BTW and he had his wife send me out a new one that worked just fine.
I was a bit exhausted from it all by the time the CD came but stuff happens to the best of us.
The CD is incredably helpful along with the book of illustrations. I haven't gotten through even half of it due to my work load but I'm sure when I continue with it I won't have much trouble in spite of being PC challenged.
Mr.Fukai I think has this book geared for people like myself as well as hard core PC users.
He seems to be doing his best to take you through it one step at a time slowly and deliberate.
I highly recommend this book/CD
Great Way to Learn SketchUpReview Date: 2006-07-05
Outstanding.....................Review Date: 2007-01-16
As for the author, a master of his craft!
Mr. Fukai and Mrs. Babara Fukai, You have both left a wonderful lasting memory in my mind!
Thanks You
Michael in San Antonio Texas
I'd like to learn Review Date: 2005-09-23

Used price: $3.40

For artists seeking more than programmer's technical tipsReview Date: 2004-11-13
A thoroughly enjoyable bookReview Date: 2001-11-06
Finding that balance of an artist and technologist from where to launch one's vision and future visions of creativity starts with good knowledge. Ratner gives many facets of where to see this vision and tutorials to follow through with your own creative projects.
I commonly work with many high-end graphics programs, Lightwave 7.0 being my newest program on my plate. Peter Ratner's 3d book getting me from a begining user from just reading the index to a 3D artist ready to start the new facets of my own portfolio. Mastering 3D Animation helped quite a bit everything from the Modeling and subdivides to the theory/progress.
Joseph Arthur
Information Architects, Principal
"Mastering 3D Animation" suitable as collegiate textReview Date: 2001-11-26
Make no mistake: This is no cursory guide to constructing simple geometry, slapping on some stock textures, animating basic movements along spline paths and rendering to AVI while you're sipping on a latte, watching the Discovery Channel. A full-time professor in the 3D Computer Animation department of James Madison University and the program's founder, Ratner relies on the broad and substantial digital and conventional art experience that has rewarded him with artistic entries in more than 80 national and international juried exhibitions. Ratner is well-versed in most aspects of 3D art creation, choreography and cinematography. The results of his industry experience are a splendid collection of detailed and refined insights and experiences assimilated into a thorough tutorial guide. I have no doubt-as many experts agree-that Mastering 3D Animation is equipped to serve as a collegiate-level textbook for 3D computer animation curricula.
Spanning the many processes related to generating 3D digital art, Ratner illustrates his critical techniques with 658 black-and-white line drawings and grayscale screen captures. The images vary from basic and sketchy but illustrative black-only perspectives, steps and graphs to grayscale representations depicting character renderings, particle systems, height fields, geometric displacements, facial close-ups, rendered environments and more. Of particular interest to those having cinematography or traditional art backgrounds are the commentary, instructions and grayscale reproductions of painted and sketched art dating back multiple centuries.
Those attending to a more technical emphasis and interest are accommodated in every respect, however-minus superficial references to hardware specifications. Early on, Ratner clarifies his intentions in composing this text: "[The book's] purpose is not to create button pushers who can boast about megahertz, abundant RAM, big monitors and software with all kinds of bells and whistles. It is hoped that aspiring 3D artists will learn some valuable lessons from the great art geniuses that have preceded them." (Foreward/vii) Yes, Ratner does wane philosophical, at times, but his contemplative tendencies bring a refreshing and purist perspective to a field frequently inundated by overly technical meanderings and functionally pointless rambling. Thus, Ratner blends an in-depth artistic and technical knowledge with a practicality and philosophy altogether forming a well-rounded perspective-one catering to persons of various inclinations and backgrounds.
The companion CD contains 200-plus 3D models in a variety of formats: LightWave 3D's .lwo and .lws; Wavefront's .obj; Maya's .ml and the generic .dxf. Tutorial project files are archived in QuickTime (.mov) and JPEG (.jpg) formats, and Ratner also includes a Photoshop brush file (.abr) for creating "grime" textures.
As for the text's informational composition, chapters one and two explore the basics of 3D modeling-polygonal and spline-based (NURBS). Chapter 3 addresses basic 3D animation, while the fourth delves further into animation by considering the role of deformation tools: skeletons ("bones"); kinematics; lattice flexors, etc. In Chapter 5, Ratner explains special effects, including the use of spheres, particles, collision detection, voxels, fragments, displacement mapping and more. Part II of the text, Advanced 3D Modeling, begins with commentary about the human head's structure and composition, including muscles and bone. Ratner explains both the NURBS- and polygon- based methods for modeling the head. Special attention is allotted to features, such as the eyes, eyelids, eye sockets and ears. There's no lack of detail, here, and NURBS fans will experience a rare sensation-a feeling of belongingness.
The next two chapters, six and seven, are devoted to modeling the human figure. The latter stresses finishing-hair, eyelashes and clothing. Chapters 9 and 10 comprise Part III: Preparing for Animation. Lighting is the focus of Chapter 9, and Chapter 10-another that may appeal particularly to conventional artists-deals with surfacing techniques. The author goes beyond the typical texture map types-cylindrical, planar, spherical, cubic, etc.-and the use of photos to address alternative surfacing methods, such as transparency (alpha) and displacement maps. In short, Ratner extends well beyond the conventional surfacing methods most highly publicized, deeply exploring what might be categorized more aptly as upper-echelon trade tips than as common genre knowledge: creating sophisticated bump maps; using grayscale gradients in displacement; and more.
Part IV of the book, Character Animation Fundamentals, includes chapters 11-14: Expressing Emotion with Facial Animation (11); The Elements of Action (12); Movements of the Figure (13); Composition and Cinematography (14). Once again, the author uses an expansive knowledge of choreography and anatomy to help quantify how human emotions are exhibited: body posturing; eye wideness; lip contour; eyebrow position; even directional muscular pull. Each of these considerations can be projected in a 3D figure, and Ratner shows the reader how. "A muscle is composed of a bundle of fibers that work in mutual association to perform common duties," Ratner writes on Page 248. "... It is this combination of movements that results in the complicated harmony of the facial muscles."
The Elements of Action chapter confronts those issues pertinent to a convincing human portrayal by a mere collection of polygons or surfaced curved lines: timing; sound syncing; weight and recoil ("squash and stretch"); walk cycles and more. Chapter 13 addresses concerns complementary to those in the previous one, including body mass motion, pace and impact, equilibrium, action lines, rhythm and still more. The final score of this harmonized tutorial prose pursues line composition, spatial arrangement, blocking (proxy geometry) and all manner of photographic issues and techniques. The reader will learn practical cinematography terminology-camera techniques and movements, transitions, more-and the fundamental tenets of motion depiction utilized by artists centuries earlier.
Wonderfully writtenReview Date: 2001-05-12
First Mediocre ReviewReview Date: 2001-06-27

Used price: $1.22

Still the Best 3ds Max tutorial on the marketReview Date: 2007-08-25
best so far - waiting for any new Chismar releaseReview Date: 2003-10-31
I am looking forward to an updated book by Chismar on the lastest release of Max. I have not heard if one is being made.
One slight drawback...Chismar does not deal with the possiblities of drawing and rendering for architecture. If the new release of Max does include the architectural functions of Viz, then there will be a need for tutorials on those items. None the less the command structure of the software for Viz and Max is virtually the same, so learning that part from Chismar's book is still very important.
Best I have seenReview Date: 2003-05-24
If you buy used make sure the disk is included.
Good bookReview Date: 2002-07-02
I give it 4 stars since it doesn't tell you the detailed procedures to reproduce the cool special effect described in the Part 4 (Real World Case Stuides).
The Benchmark for All Tutorial-Style Computer Text BooksReview Date: 2002-06-14
I started with the last of three tutorials and worked backward through the book, because the News Program Opener tutorial looked the most intriguing. I learned more about 3DS MAX after that one tutorial then I had by reading the documentation or from any of the other three 3DS MAX books I own. I saw someone else mention that there were some small mistakes and missed "figure" numbers on the screenshots here and there, but this did not detract from completing the tutorials in the slightest. Two extra seconds of thought got me passed these minor editing oversights very easily, and they were very minor in comparison to most computer textbooks.
It was beyond refreshing to witness and practice along with a professional at work from beginning to end: from importing your vectors from Illustrator, to cleaning up the splines, to extruding, modelling each piece, assembling, naming conventions, creating materials, shortcuts, to animating, adding a soundtrack, right down to post-production and final render. I absolutely can not stand books where Step 1 is "Import our half-finished Design #643.2 from our accompanying CD-ROM". Not the case with this book. You are stepped through the process, end to end. When you are done with each tutorial, you have a finished work of media art THAT YOU CREATED and a head full of usable, retainable 3DS MAX knowledge that can be carried into any job or hobby.
Excellent job, John. You have gained a new fan. I will purchase your other books, regardless of topic. :D
Thank you.

Used price: $0.01
Collectible price: $19.50

I am just thankful I was one of her students...Review Date: 2004-01-06
These stories amaze me. Well written, she does so well what she has taught her own students. The gears in my head turned, and I finally understood all those things she wrote on my stories or tried to explain in class.
I love her characters. The data processing woman with the Diana dress. The pot smoking music teacher father. The woman whose baby just died. The actor whose marriage is ending so he invites a klepto father to stay with him. On and on they go, so confused, so much in pain, but she makes their lives and situations funny. It's a bittersweet pain, but Perabo has one of the most original ways of communicating pain I've seen since the writers she told us to read.
I still can't get out of my mind the one called "Explaining Death to the dog". The pain the woman feels when showing the dog the book of Time photos or showing her the dead animal, wow. I read it three times in a row the first night I read it. I am still in awe of it.
As she told my class so many times, "Show, don't tell."
Perabo shows. I can't believe I was lucky enough to have classes with her. I just wish I read these sooner.
Great storiesReview Date: 2003-03-06
Well Done Short StoriesReview Date: 2001-05-08
The best book I've read in 10 years.Review Date: 2000-11-30
Somewhat disappointedReview Date: 2000-08-23
Related Subjects: VRML 3DS DXF AC3D ASE
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